FAQ
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Overview
The VoxelWaterPulse plugin provides the following key features:
- Runtime subsystem with automatic lifecycle management
- Event-driven architecture using delegates
- Built-in debug visualization tools
- Comprehensive logging and diagnostics
- Network replication support for multiplayer projects
- Blueprint-friendly API with full C++ access
Troubleshooting
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| Event | Parameters | Description |
|---|---|---|
| OnStateChanged | EMyState NewState | Fired when state transitions |
| OnProgressUpdated | float Progress, FString Message | Fired on progress change |
| OnError | FString ErrorMessage, int32 Code | Fired on error |
| OnInitialized | bool bSuccess | Fired after initialization |
Crash Reports
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Common Issues
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Warning: Debug visualization has a measurable performance cost. Always disable it in shipping builds.
Quick Start
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- Ensure you are running Unreal Engine 5.4 or later
- The plugin requires the Enhanced Input plugin to be enabled
- Network features require a dedicated or listen server setup
- Debug visualization requires the Development or DebugGame build configuration
- Performance profiling is available via the built-in stat commands
First Run
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1#include "VoxelWaterPulse.h"
2#include "Engine/World.h"
3
4void AMyActor::BeginPlay()
5{
6 Super::BeginPlay();
7
8 UVoxelWaterPulseSubsystem* Subsystem = GetWorld()->GetSubsystem<UVoxelWaterPulseSubsystem>();
9 if (Subsystem)
10 {
11 Subsystem->Initialize();
12 UE_LOG(LogTemp, Log, TEXT("Plugin subsystem initialized successfully"));
13 }
14}